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This deck is great fun to play, though I pretty much only play casually. The object is to win the game on the same turn you play Warp World.

Start the game trying to build and ramp the number of permanents you control, while limiting and eliminating that number for your opponent. Capricious Efreet destroys Sprouting Thrinax and Mitotic Slime to increase your permanent number, while more likely reducing your opponent's number every turn. Trace of Abundance and Obelisk of Jund keep your available mana growing to pay that 8 CMC on Warp World later... and Dread and Acidic Slime help you mitigate threats. Siege Gang Commander gives you 4 more permanents, Haphazard Bombardment shaves 3 off your opponent.

You're biding your time until you have upward of 20-25 permanents, which is usually a guaranteed time to pop out your Warp World.

Then you'll end up with 20-25 cards back on the table, (your opponent will usually have 7-10) and all your creatures have haste and decent power and toughness... while your opponent's creatures all have aim counters.

Use your newly untapped lands (with Trace of Abundance) to launch a couple goblins at your opponent to finish them off if you need a few more points of damage.

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 3 Mythic Rares

22 - 0 Rares

8 - 6 Uncommons

12 - 0 Commons

Cards 61
Avg. CMC 4.63
Tokens Goblin 1/1 R, Ooze 1/1 G, Ooze 2/2 G for Mitotic Ooze, Saproling 1/1 G
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